﻿// Ŭnicode please
#pragma once

static const char* cubeMeshVertexShader = " \
  \
attribute vec4 vertexPosition; \
attribute vec4 vertexNormal; \
attribute vec4 srcColor;	\
varying vec4 dstColor;	\
 \
varying vec4 normal; \
 \
uniform mat4 modelViewProjectionMatrix; \
uniform mat4 modelViewMatrix; \
 \
void main() \
{ \
   gl_Position = modelViewProjectionMatrix * modelViewMatrix* vertexPosition; \
   normal = vertexNormal; \
   dstColor = srcColor;	\
} \
";


static const char* cubeFragmentShader = " \
 \
precision mediump float; \
 \
varying vec4 normal; \
varying vec4 dstColor;	\
 \
void main() \
{ \
gl_FragColor = vec4(1, 0, 0, 1);	\
} \
";

/*
static const char* cubeMeshVertexShader = " \
  \
attribute vec4 vertexPosition; \
attribute vec4 vertexNormal; \
attribute vec2 vertexTexCoord; \
 \
varying vec2 texCoord; \
varying vec4 normal; \
 \
uniform mat4 modelViewProjectionMatrix; \
 \
void main() \
{ \
   gl_Position = modelViewProjectionMatrix * vertexPosition; \
   normal = vertexNormal; \
   texCoord = vertexTexCoord; \
} \
";


static const char* cubeFragmentShader = " \
 \
precision mediump float; \
 \
varying vec2 texCoord; \
varying vec4 normal; \
 \
uniform sampler2D texSampler2D; \
 \
void main() \
{ \
   gl_FragColor = texture2D(texSampler2D, texCoord); \
} \
";*/
